Project1
标题:
2个脚本在一起无法读档
[打印本页]
作者:
巧克力猫咪
时间:
2010-11-27 20:19
标题:
2个脚本在一起无法读档
本帖最后由 巧克力猫咪 于 2010-11-27 22:27 编辑
module Kernel
#----------------------------------------------------------------------------
# 随机返回 0 到 n 范围内的 m 个不同数 (n>0)
#----------------------------------------------------------------------------
def different_rand(n, m)
return [] if m == 0
result = different_rand(n-1, m-1)
temp = rand(n)
result.concat result.include?(temp) ? [n] : [temp]
end
#----------------------------------------------------------------------------
# 以线性概率返回 0 到 n 范围内的某数 (n>0)
# downto: 降序,否则升序
#----------------------------------------------------------------------------
def linear_rand(n, downto = true)
rd = rand((n + 1) * n / 2)
sum = 0
for i in 0...n
sum += downto ? n - i : i + 1
return i if sum > rd
end
return downto ? 0 : n - 1
end
#----------------------------------------------------------------------------
# 随机返回 n 到 m 范围内的某数 (允许负值)
#----------------------------------------------------------------------------
def range_rand(n, m = 0)
min,max = n,m
min,max = m,n if n > m
return min + rand(max-min)
end
end
复制代码
#==============================================================================
# 复杂装备系统之随机属性 by 沉影不器
#------------------------------------------------------------------------------
# 说明: 让装备类似暗黑那样附加随机属性,目前有17种属性元素可供组合,允许按
# 能力百分比加成.
#
# 附加属性的名称允许多个(按能力从小大到排列),用英文逗号隔开,自动按
# 附加能力大小选择词缀
#
# 极品爆率不影响物品掉落机率,而是指掉落的物品带附加属性的机率
#
# 获得随机属性装备的方法:
# 事件脚本中输入 get_weapon(母版武器id, 数量, 附加属性1, 附加属性2...)
# 或者直接指定附加属性数 get_weapon(母版武器id, 数量, 附加属性数)
# 将随机生成指定附加属性数的装备
# 获得防具方法是 get_armor() 参数含义同上
#
# 获得普通装备的方法:
# 事件脚本中输入 get_weapon(母版武器id, 数量)
# 获得防具方法是 get_armor() 参数含义同上
#==============================================================================
# 参数设定
#==============================================================================
module Game_Equip
## 最大附加属性数
GiftMax = 5
## 附加属性影响价格基数
GiftPrice = 10
## 极品爆率最低值和最高值(0到100)
Equip_Chance = [30, 50]
## 附加属性各参数:
## name 添加到装备前的修饰词
## max 该属性最大值
## weight 权重(最大值的权重,用于计算价值,用于计算颜色也行)
## percent 是否按百分比计算
Gift = Struct.new(:name, :max, :weight, :percent)
Gifts = [
# 攻击
Gift.new("噩", 25, 15, false),
Gift.new("兽", 25, 10, true),
# 防御
Gift.new("武", 25, 10, false),
Gift.new("神", 25, 5, true),
# 精神
Gift.new("风", 25, 8, false),
Gift.new("光", 25, 12, true),
# 敏捷
Gift.new("皇", 25, 10, false),
Gift.new("黑", 25, 15, true),
# hp
Gift.new("血", 80, 20, false),
Gift.new("燃", 15, 20, true),
# mp
Gift.new("雷", 80, 15, false),
Gift.new("月", 15, 15, true),
# 命中
Gift.new("幻", 10, 5,false),
# 闪避
Gift.new("影", 10, 5, false),
# 暴击
Gift.new("暴", 5, 5, false),
# 经验
Gift.new("魔", 20, 10, true),
# 极品爆率 ###(待定)
Gift.new("暗", 30, 10, false)
]
end
#==============================================================================
# ■ Game_Equip 自定义装备模块
#==============================================================================
module Game_Equip
#--------------------------------------------------------------------------
# ● 物品(装备)重生
# item: 物品
# *gift: 附加属性(留空表示无属性,数字表示指定数量随机属性)
#--------------------------------------------------------------------------
def self.reini(item, *gift)
return if item.nil?
result = item.clone
gifts = *gift
gifts.flatten! if gifts.is_a? Array
## 附加属性为空或指定为(0)时,直接返回母版
return self.result(result) if gifts.nil? or gifts == 0
## 指定附加属性数量时
if gifts.is_a? Integer
## 控制数量
num = [gifts, GiftMax].min
gifts = []
## 随机生成指定数量的附加属性
rd = different_rand(Gifts.size-1, num)
rd.each{|n| gifts.push Game_Gift.new(n)}
end
gifts = [gifts].flatten
return self.result(result) if gifts.empty?
## 处理数据
result.gifts = gifts
name = ""
price = 0
for gift in gifts
name += gift.name
price += gift.weight * GiftPrice
end
## 设定名称
result.name = name + '' + result.name
## 设定价格
result.price += price.round
## 设定颜色
result.text_color = gifts.size
return self.result(result)
end
#--------------------------------------------------------------------------
# ● 返回结果
# item: 物品
#--------------------------------------------------------------------------
def self.result(item)
case item
when RPG::Item
when RPG::Weapon
item.base_id = item.id
item.id = $data_weapons.size
$data_weapons << item
when RPG::Armor
item.base_id = item.id
item.id = $data_armors.size
$data_armors << item
end
return item
end
#--------------------------------------------------------------------------
# ● 物品(装备)重生
# item_id: 物品id
# type: 类型
# *gift: 附加属性(留空表示无属性,数字表示指定数量随机属性)
#--------------------------------------------------------------------------
def self.reini_id(item_id, type, *gift)
## 排除装备id为零的情况
return 0 if item_id == 0
case type
when 0
item = $base_weapons[item_id]
when 1
item = $base_armors[item_id]
end
return self.reini(item, *gift).id
end
end
#==============================================================================
# ■ Game_Gift 装备附加能力
#==============================================================================
class Game_Gift
include Game_Equip
#--------------------------------------------------------------------------
# ● 读取口
#--------------------------------------------------------------------------
attr_reader :type
attr_reader :value
attr_reader :name
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(type = nil, value = nil)
get_type(type)
get_value(value)
get_name
end
#--------------------------------------------------------------------------
# ● 获取属性
#--------------------------------------------------------------------------
def get_type(type)
unless type.nil? or type > Gifts.size or type < 0
@type = type
else
@type = rand(Gifts.size - 1)
end
end
#--------------------------------------------------------------------------
# ● 获取品质值
#--------------------------------------------------------------------------
def get_value(value)
unless value.nil? or value.abs > max
@value = value
else
@value = linear_rand(max) + 1
end
end
#--------------------------------------------------------------------------
# ● 获取名称
#--------------------------------------------------------------------------
def get_name
names = Gifts[@type].name.split(/,/)
n = (@value.abs-1)/(max.to_f/names.size)
@name = names[n.truncate]
end
#--------------------------------------------------------------------------
# ● 获取最大值
#--------------------------------------------------------------------------
def max
return Gifts[@type].max
end
#--------------------------------------------------------------------------
# ● 获取权重
#--------------------------------------------------------------------------
def weight
return @value > 0 ? @value / max.to_f * Gifts[@type].weight : 0
end
#--------------------------------------------------------------------------
# ● 获取是否百分比
#--------------------------------------------------------------------------
def percent
return Gifts[@type].percent
end
#--------------------------------------------------------------------------
# ● 攻击力
#--------------------------------------------------------------------------
def atk(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 0 and @type != 1
if percent
return $game_actors[actor_id].self_atk * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 防御力
#--------------------------------------------------------------------------
def def(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 2 and @type != 3
if percent
return $game_actors[actor_id].self_def * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 精神
#--------------------------------------------------------------------------
def spi(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 4 and @type != 5
if percent
return $game_actors[actor_id].self_spi * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 敏捷
#--------------------------------------------------------------------------
def agi(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 6 and @type != 7
if percent
return $game_actors[actor_id].self_agi * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● maxhp
#--------------------------------------------------------------------------
def maxhp(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 8 and @type != 9
if percent
return $game_actors[actor_id].self_maxhp * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● maxmp
#--------------------------------------------------------------------------
def maxmp(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 10 and @type != 11
if percent
return $game_actors[actor_id].self_maxmp * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 命中
#--------------------------------------------------------------------------
def hit
# 数据类型不符时返回
return 0 if @type != 12
return @value
end
#--------------------------------------------------------------------------
# ● 闪避
#--------------------------------------------------------------------------
def eva
# 数据类型不符时返回
return 0 if @type != 13
return @value
end
#--------------------------------------------------------------------------
# ● 暴击
#--------------------------------------------------------------------------
def cri
# 数据类型不符时返回
return 0 if @type != 14
return @value
end
#--------------------------------------------------------------------------
# ● 经验(百分比)
#--------------------------------------------------------------------------
def exp
# 数据类型不符时返回
return 0 if @type != 15
return @value
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)
#--------------------------------------------------------------------------
def equip_chance
# 数据类型不符时返回
return 0 if @type != 16
return @value
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
module RPG
class BaseItem
## 颜色
attr_accessor :text_color
end
end
#==============================================================================
# ■ RPG::Weapon
#==============================================================================
module RPG
class Weapon < BaseItem
#------------------------------------------------------------------------
# 附加属性
#------------------------------------------------------------------------
attr_accessor :base_id
attr_accessor :actor_id
attr_accessor :gifts
#------------------------------------------------------------------------
# 攻击力(合)
#------------------------------------------------------------------------
def atk
n = @atk
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.atk(actor_id) end
return n
end
#------------------------------------------------------------------------
# 防御力(合)
#------------------------------------------------------------------------
def def
n = @def
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.def(actor_id) end
return n
end
#------------------------------------------------------------------------
# 魔力(合)
#------------------------------------------------------------------------
def spi
n = @spi
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.spi(actor_id) end
return n
end
#------------------------------------------------------------------------
# 敏捷(合)
#------------------------------------------------------------------------
def agi
n = @agi
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.agi(actor_id) end
return n
end
#------------------------------------------------------------------------
# 最大hp(合)
#------------------------------------------------------------------------
def maxhp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.maxhp(actor_id) end
return n
end
#------------------------------------------------------------------------
# 最大mp(合)
#------------------------------------------------------------------------
def maxmp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.maxmp(actor_id) end
return n
end
#------------------------------------------------------------------------
# 命中率(合)
#------------------------------------------------------------------------
def hit
n = @hit
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.hit end
return n
end
#------------------------------------------------------------------------
# 闪避率(合)
#------------------------------------------------------------------------
def eva
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.eva end
return n
end
#------------------------------------------------------------------------
# 暴击率(合)
#------------------------------------------------------------------------
def cri
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.cri end
return n
end
#--------------------------------------------------------------------------
# ● 经验(百分比)
#--------------------------------------------------------------------------
def exp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.exp end
return n
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)
#--------------------------------------------------------------------------
def equip_chance
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.equip_chance end
return n
end
end
end
#==============================================================================
# ■ RPG::Armor
#==============================================================================
module RPG
class Armor < BaseItem
#------------------------------------------------------------------------
# 附加属性
#------------------------------------------------------------------------
attr_accessor :base_id
attr_accessor :actor_id
attr_accessor :gifts
#------------------------------------------------------------------------
# 攻击力(合)
#------------------------------------------------------------------------
def atk
n = @atk
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.atk(actor_id) end
return n
end
#------------------------------------------------------------------------
# 防御力(合)
#------------------------------------------------------------------------
def def
n = @def
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.def(actor_id) end
return n
end
#------------------------------------------------------------------------
# 魔力(合)
#------------------------------------------------------------------------
def spi
n = @spi
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.spi(actor_id) end
return n
end
#------------------------------------------------------------------------
# 敏捷(合)
#------------------------------------------------------------------------
def agi
n = @agi
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.agi(actor_id) end
return n
end
#------------------------------------------------------------------------
# 最大hp(合)
#------------------------------------------------------------------------
def maxhp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.maxhp(actor_id) end
return n
end
#------------------------------------------------------------------------
# 最大mp(合)
#------------------------------------------------------------------------
def maxmp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.maxmp(actor_id) end
return n
end
#------------------------------------------------------------------------
# 命中率(合)
#------------------------------------------------------------------------
def hit
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.hit end
return n
end
#------------------------------------------------------------------------
# 闪避率(合)
#------------------------------------------------------------------------
def eva
n = @eva
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.eva end
return n
end
#------------------------------------------------------------------------
# 暴击率(合)
#------------------------------------------------------------------------
def cri
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.cri end
return n
end
#--------------------------------------------------------------------------
# ● 经验(百分比)
#--------------------------------------------------------------------------
def exp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.exp end
return n
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)
#--------------------------------------------------------------------------
def equip_chance
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.equip_chance end
return n
end
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = actor.parameters[0, @level]
for item in equips.compact do n += item.maxhp end
return n
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxMP
#--------------------------------------------------------------------------
def base_maxmp
n = actor.parameters[1, @level]
for item in equips.compact do n += item.maxmp end
return n
end
#--------------------------------------------------------------------------
# ● 获取自身 MaxHP
#--------------------------------------------------------------------------
def self_maxhp
return actor.parameters[0, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身 MaxMP
#--------------------------------------------------------------------------
def self_maxmp
return actor.parameters[1, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身攻击力
#--------------------------------------------------------------------------
def self_atk
return actor.parameters[2, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身防御力
#--------------------------------------------------------------------------
def self_def
return actor.parameters[3, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身精神力
#--------------------------------------------------------------------------
def self_spi
return actor.parameters[4, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身敏捷性
#--------------------------------------------------------------------------
def self_agi
return actor.parameters[5, @level]
end
#--------------------------------------------------------------------------
# ● 获取命中率
#--------------------------------------------------------------------------
def hit
n = 95
for e in equips.compact do n += e.hit end
return n
end
#--------------------------------------------------------------------------
# ● 获取回避率
#--------------------------------------------------------------------------
def eva
n = 5
for e in equips.compact do n += e.eva end
return n
end
#--------------------------------------------------------------------------
# ● 获取会心一击概率
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for e in equips.compact do n += e.cri end
return n
end
#--------------------------------------------------------------------------
# ● 获取更多经验值
#--------------------------------------------------------------------------
def exp_added
exp = 1
for equip in equips.compact
exp += equip.exp
end
return exp
end
#--------------------------------------------------------------------------
# ● 获取高级物品暴率
#--------------------------------------------------------------------------
def equip_chance
equip_chance = 0
for equip in equips.compact
equip_chance += equip.equip_chance
end
return equip_chance
end
#--------------------------------------------------------------------------
# ● 获得经验值 (考虑到附加经验值)
# exp : 经验值增加量
# show : 显示升级标志
#--------------------------------------------------------------------------
def gain_exp(exp, show)
change_exp(@exp + exp * exp_added, show)
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 初始化对象
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
@last_skill_id = 0
end
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_index = actor.character_index
@face_name = actor.face_name
@face_index = actor.face_index
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
for i in self.class.learnings
learn_skill(i.skill_id) if i.level <= @level
end
clear_extra_values
recover_all
## 生成新装备id
reset_equip_id
end
#--------------------------------------------------------------------------
# ● 装备重设
#--------------------------------------------------------------------------
def reset_equip_id
@weapon_id = Game_Equip.reini_id(@weapon_id, 0)
@armor1_id = Game_Equip.reini_id(@armor1_id, two_hands_legal? ? 0 : 1)
@armor2_id = Game_Equip.reini_id(@armor2_id, 1)
@armor3_id = Game_Equip.reini_id(@armor3_id, 1)
@armor4_id = Game_Equip.reini_id(@armor4_id, 1)
end
#--------------------------------------------------------------------------
# ● 判断是否可以装备
# item : 物品
# base : 是否读取母版数据
#--------------------------------------------------------------------------
def equippable?(item, base = true)
return true if item == nil
id = base ? item.base_id : item.id
if item.is_a?(RPG::Weapon)
return self.class.weapon_set.include?(id)
elsif item.is_a?(RPG::Armor)
return false if two_swords_style and item.kind == 0
return self.class.armor_set.include?(id)
end
return false
end
#--------------------------------------------------------------------------
# ● 更改装备 (指定对象)
# equip_type : 装备部位 (0..4)
# item : 武器 or 防具 (nil 为解除装备)
# test : 测试标志 (战斗测试、以及装备画面的临时装备)
#--------------------------------------------------------------------------
def change_equip(equip_type, item, test = false)
last_item = equips[equip_type]
unless test
return if $game_party.item_number(item) == 0 if item != nil
$game_party.gain_item(last_item, 1)
$game_party.lose_item(item, 1)
last_item.actor_id = nil unless last_item.nil?
end
item_id = item == nil ? 0 : item.id
case equip_type
when 0 # 武器
@weapon_id = item_id
unless two_hands_legal? # 违反双手拿取的情况下
change_equip(1, nil, test) # 解除反手的装备
end
when 1 # 盾
@armor1_id = item_id
unless two_hands_legal? # 违反双手拿取的情况下
change_equip(0, nil, test) # 解除反手的装备
end
when 2 # 头
@armor2_id = item_id
when 3 # 身体
@armor3_id = item_id
when 4 # 装饰品
@armor4_id = item_id
end
item.actor_id = self.id unless item.nil?
end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● 判断持有的物品
# item : 物品
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def has_item_by_base_id?(item, include_equip = false)
for i in items
return true if i.base_id == item.id
end
if include_equip
for actor in members
for e in actor.equips
return true if e.base_id == item.id
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获得物品
# item : 物品
# n : 个数
#--------------------------------------------------------------------------
def gain_reini(item, n, include_equip = false, *gift)
if n < 0
lose_item(item, -n, include_equip = false)
else
case item
when RPG::Item
number = item_number(item)
@items[item.id] = [[number + n, 0].max, 99].min
when RPG::Weapon
for i in 0...n
w = Game_Equip.reini(item, *gift)
@weapons[w.id] = 1
end
when RPG::Armor
for i in 0...n
a = Game_Equip.reini(item, *gift)
@armors[a.id] = 1
end
end
end
end
#--------------------------------------------------------------------------
# ● 减少物品 (减少)
# item : 物品
# n : 个数
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def lose_reini(item, n, include_equip = false)
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number - n, 0].max, 99].min
when RPG::Weapon
@weapons[item.id] = [[number - n, 0].max, 99].min
when RPG::Armor
@armors[item.id] = [[number - n, 0].max, 99].min
end
n -= number
if include_equip and n > 0
for actor in members
while n > 0 and actor.equips.include?(item)
actor.discard_equip(item)
n -= 1
end
end
end
end
#--------------------------------------------------------------------------
# ● 获得物品
# item_id : 物品id
# type : 类型(0物品, 1武器, 2防具)
# n : 个数
#--------------------------------------------------------------------------
def gain_reini_byid(item_id, type, n, include_equip = false, *gift)
case type
when 0
item = $data_items[item_id]
when 1
item = $base_weapons[item_id]
when 2
item = $base_armors[item_id]
end
gain_reini(item, n, include_equip, *gift)
end
#--------------------------------------------------------------------------
# ● 极品爆率
#--------------------------------------------------------------------------
def equip_chance
chance = Game_Equip::Equip_Chance[0]
members.each {|actor| chance += actor.equip_chance}
return chance
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ● 敌人角色名称后的文字表
#--------------------------------------------------------------------------
LETTER_TABLE = [ 'A','B','C','D','E','F','G','H','I','J',
'K','L','M','N','O','P','Q','R','S','T',
'U','V','W','X','Y','Z']
#--------------------------------------------------------------------------
# ● 生成掉落物品队列
#--------------------------------------------------------------------------
def make_drop_items
drop_items = []
for enemy in dead_members
for di in [enemy.drop_item1, enemy.drop_item2]
next if di.kind == 0
next if rand(di.denominator) != 0
if di.kind == 1
drop_items.push($data_items[di.item_id])
elsif di.kind == 2
item = reini_chance($base_weapons[di.weapon_id], $game_party.equip_chance)
drop_items.push(item)
elsif di.kind == 3
item = reini_chance($base_armors[di.armor_id], $game_party.equip_chance)
drop_items.push(item)
end
end
end
return drop_items
end
#--------------------------------------------------------------------------
# ● 处理极品爆率
#--------------------------------------------------------------------------
def reini_chance(item, chance)
@item = item
@chance = [chance/100.0, Game_Equip::Equip_Chance[1]/100.0].min
@gifts = []
loop do
if rand(0) < @chance and @gifts.size < Game_Equip::GiftMax
@gifts << Game_Gift.new
@chance /= 2
else
return Game_Equip.reini(@item, @gifts)
end
end
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 计算操作的值
# operation : 操作 (0:增加 1:减少)
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def operate_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
if operation == 1
value = -value
end
return value
end
#--------------------------------------------------------------------------
# ● 条件分歧
#--------------------------------------------------------------------------
def command_111
result = false
case @params[0]
when 0 # 开关
result = ($game_switches[@params[1]] == (@params[2] == 0))
when 1 # 变量
value1 = $game_variables[@params[1]]
if @params[2] == 0
value2 = @params[3]
else
value2 = $game_variables[@params[3]]
end
case @params[4]
when 0 # 相等
result = (value1 == value2)
when 1 # 大于等于
result = (value1 >= value2)
when 2 # 小于等于
result = (value1 <= value2)
when 3 # 大于
result = (value1 > value2)
when 4 # 小于
result = (value1 < value2)
when 5 # 不等于
result = (value1 != value2)
end
when 2 # 自我开关
if @original_event_id > 0
key = [@map_id, @original_event_id, @params[1]]
if @params[2] == 0
result = ($game_self_switches[key] == true)
else
result = ($game_self_switches[key] != true)
end
end
when 3 # 计时器
if $game_system.timer_working
sec = $game_system.timer / Graphics.frame_rate
if @params[2] == 0
result = (sec >= @params[1])
else
result = (sec <= @params[1])
end
end
when 4 # 角色
actor = $game_actors[@params[1]]
if actor != nil
case @params[2]
when 0 # 是同伴
result = ($game_party.members.include?(actor))
when 1 # 姓名
result = (actor.name == @params[3])
when 2 # 特技
result = (actor.skill_learn?($data_skills[@params[3]]))
when 3 # 武器
## 判断是否符合母版id
actor.weapons.each do |weapon|
next if weapon.nil?
if weapon.base_id == @params[3]
result = true
break
end
end
when 4 # 防具
## 判断是否符合母版id
actor.armors.each do |armor|
next if armor.nil?
if armor.base_id == @params[3]
result = true
break
end
end
when 5 # 状态
result = (actor.state?(@params[3]))
end
end
when 5 # 敌方角色
enemy = $game_troop.members[@params[1]]
if enemy != nil
case @params[2]
when 0 # 出现
result = (enemy.exist?)
when 1 # 状态
result = (enemy.state?(@params[3]))
end
end
when 6 # 角色
character = get_character(@params[1])
if character != nil
result = (character.direction == @params[2])
end
when 7 # 金钱
if @params[2] == 0
result = ($game_party.gold >= @params[1])
else
result = ($game_party.gold <= @params[1])
end
when 8 # 物品
result = $game_party.has_item?($data_items[@params[1]])
when 9 # 武器
result = $game_party.has_item_by_base_id?($base_weapons[@params[1]], @params[2])
when 10 # 防具
result = $game_party.has_item_by_base_id?($base_armors[@params[1]], @params[2])
when 11 # 按钮
result = Input.press?(@params[1])
when 12 # 脚本
result = eval(@params[1])
when 13 # 交通工具
result = ($game_player.vehicle_type == @params[1])
end
@branch[@indent] = result # 将判断结果放置在缓存中
if @branch[@indent] == true
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# ● 计算装备操作的值
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def opera_equip_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
return value
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini($base_weapons[@params[0]], value.abs, @params[4])
else
$game_party.lose_reini($base_weapons[@params[0]], value.abs, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini($base_armors[@params[0]], value.abs, @params[4])
else
$game_party.lose_reini($base_armors[@params[0]], value.abs, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# ● 更改装备
#--------------------------------------------------------------------------
def command_319
actor = $game_actors[@params[0]]
if actor != nil
actor.change_equip_by_id(@params[1], @params[2])
end
return true
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def get_weapon(id, n, *gift)
$game_party.gain_reini($base_weapons[id], n, false, *gift)
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def get_armor(id, n, *gift)
$game_party.gain_reini($base_armors[id], n, false, *gift)
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = text_color(item.text_color.to_i)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
end
end
end
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items [goods_item[1]]
when 1
item = $base_weapons[goods_item[1]]
when 2
item = $base_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
end
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 描绘角色现在装备的能力值变化
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item, false)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
end
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入文件用对象 (已经打开)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($data_weapons, file)
Marshal.dump($data_armors, file)
end
#--------------------------------------------------------------------------
# ● 读取存档数据
# file : 读取文件用对象 (已经打开)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$data_weapons = Marshal.load(file)
$data_armors = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
#==============================================================================
# ■ Scene_Shop
#==============================================================================
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● 确定输入个数
#--------------------------------------------------------------------------
def decide_number_input
Sound.play_shop
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # 购买
$game_party.lose_gold(@number_window.number * @item.price)
$game_party.gain_reini(@item, @number_window.number)
@gold_window.refresh
@buy_window.refresh
# @status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
$game_party.gain_gold(@number_window.number * (@item.price / 2))
$game_party.lose_reini(@item, @number_window.number)
@gold_window.refresh
@sell_window.refresh
# @status_window.refresh
@sell_window.active = true
@sell_window.visible = true
# @status_window.visible = false
end
end
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 载入数据库
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$base_weapons = load_data("Data/Weapons.rvdata")
$base_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
$data_weapons = [nil]
$data_armors = [nil]
end
#--------------------------------------------------------------------------
# ● 载入战斗测试用的数据库
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
$base_weapons = $data_weapons
$base_armors = $data_armors
end
end
复制代码
我加了VX新截图存档脚本和随机属性脚本,发现能存档但无法读档,发的时候无法上传附件,抱歉啊,脚本66上有,我就不发了,太长了 # 无角色信息时返回
#==============================================================================
# vx新截图存档 by 沉影不器
#------------------------------------------------------------------------------
# ☆ 核心部分是内存位图的输入输出
# (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊
#------------------------------------------------------------------------------
# ▼ 相比rmxp正版截图存档(作者: 柳柳),主要变动如下:
# ① 省去了 screenshot.dll 文件 (因快速存储Bitmap的Marshal的存在)
# ② 无须人工新建存档文件夹,脚本将自建
# ③ 方便地更改最大存档数,只需设置最大值
#==============================================================================
MAX_SAVE_ID = 5 # 最大存档数
SAVE_DIR = "Saves/" # 改变的存档目录(不希望改变目录请删)
#==============================================================================
# (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊
#==============================================================================
class Font
def marshal_dump
end
def marshal_load(obj)
end
end
class Bitmap
# 传送到内存的API函数
RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')
def _dump(limit)
data = "rgba" * width * height
RtlMoveMemory_pi.call(data, address, data.length)
[width, height, Zlib::Deflate.deflate(data)].pack("LLa*") # 压缩
end
def self._load(str)
w, h, zdata = str.unpack("LLa*")
b = self.new(w, h)
RtlMoveMemory_ip.call(b.address, Zlib::Inflate.inflate(zdata), w * h * 4)
return b
end
# [[[bitmap.object_id * 2 + 16] + 8] + 16] == 数据的开头
def address
buffer, ad = "rgba", object_id * 2 + 16
RtlMoveMemory_pi.call(buffer, ad, 4)
ad = buffer.unpack("L")[0] + 8
RtlMoveMemory_pi.call(buffer, ad, 4)
ad = buffer.unpack("L")[0] + 16
RtlMoveMemory_pi.call(buffer, ad, 4)
return buffer.unpack("L")[0]
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :save_bitmap # 存档位图
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
alias ini initialize
def initialize
ini
@save_bitmap = Bitmap.new(1, 1)
end
end
#==============================================================================
# ■ Window_SaveFile
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :filename # 文件名
attr_reader :file_exist # 文件存在标志
#--------------------------------------------------------------------------
# ● 初始化对象
# file_index : 存档文件索引 (0~3)
# filename : 文件名
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(160, 56, 384, 360)
@file_index = file_index
@filename = filename
make_dir(SAVE_DIR) if SAVE_DIR != nil
load_gamedata
refresh(@file_index)
end
#--------------------------------------------------------------------------
# ● 读取部分游戏数据
#--------------------------------------------------------------------------
def load_gamedata
@file_exist = FileTest.exist?(SAVE_DIR + @filename)
if @file_exist
file = File.open(SAVE_DIR + @filename, "r")
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_self_switches = Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
@game_troop = Marshal.load(file)
@game_map = Marshal.load(file)
@game_player = Marshal.load(file)
# 读取截图
@file_bitmap = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# ● 刷新
# index : 索引
#--------------------------------------------------------------------------
def refresh(index)
file_index = index
self.contents.clear
self.contents.font.color = normal_color
if @file_exist
# 描绘底部阴影
self.contents.fill_rect(12+3, 4+3, 326,249, Color.new(0,0,64))
# 描绘截图
draw_snap_bitmap(12, 4)
draw_party_characters(152, 296)
draw_playtime(0, 296+8, contents.width - 40, 2)
else
self.contents.draw_text(0, 296, 384-32, 24, "无此存档!", 1)
end
end
#--------------------------------------------------------------------------
# ◎ 更改索引
# index : 索引
#--------------------------------------------------------------------------
def file_index=(file_index)
@file_index = file_index
end
#--------------------------------------------------------------------------
# ● 描绘游戏人物
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in
[email protected]
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 48, y)
end
end
#--------------------------------------------------------------------------
# ◎ 生成保存路径
# path : 路径
#--------------------------------------------------------------------------
def make_dir(path)
dir = path.split("/")
for i in 0...dir.size
unless dir == "."
add_dir = dir[0..i].join("/")
begin
Dir.mkdir(add_dir)
rescue
end
end
end
end
#--------------------------------------------------------------------------
# ◎ 生成文件名
# file_index : 存档文件索引 (0~3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rvdata"
end
#--------------------------------------------------------------------------
# ◎ 描绘截图
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_snap_bitmap(x, y)
bitmap = @file_bitmap
if bitmap == nil
self.contents.draw_text(0, 112, 384-32, 24, "找不到截图文件!", 1)
else
self.contents.blur
rect = Rect.new(0, 0, 0, 0)
# rect.width = bitmap.width
# rect.height = bitmap.height
# self.contents.blt(x, y, bitmap, rect)
end
end
#--------------------------------------------------------------------------
# ● 描绘游戏时间
# x : 描绘目标 X 坐标
# y : 描绘目标 Y 坐标
# width : 宽
# align : 配置
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, time_string, 2)
end
end
#==============================================================================
# ■ Scene_Base
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# ◎ 生成存档位图快照
#--------------------------------------------------------------------------
def snapshot_for_save
d_rect = Rect.new(0, 0, 326, 249)
s_rect = Rect.new(0, 0, 544, 416)
save_bitmap = Graphics.snap_to_bitmap
$game_temp.save_bitmap.dispose
$game_temp.save_bitmap = Bitmap.new(326, 249)
$game_temp.save_bitmap.stretch_blt(d_rect, save_bitmap, s_rect)
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
alias save_terminate terminate
def terminate
snapshot_for_save
save_terminate
end
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 判断继续是否有效
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob(SAVE_DIR + 'Save*.rvdata').size > 0)
end
end
#==============================================================================
# ■ Scene_File
#------------------------------------------------------------------------------
# 处理文件的类。
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对象
# saving : 存档标志 (false 为载入画面)
# from_title : 调用标题画面的 "继续" 标志
# from_event : 事件的 "调用存档画面" 的调用标志
#--------------------------------------------------------------------------
def initialize(saving, from_title, from_event)
@saving = saving
@from_title = from_title
@from_event = from_event
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@help_window = Window_Help.new
create_command_window
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
@index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
end
@refresh_index = @command_window.index = @index
@item_max = MAX_SAVE_ID
create_savefile_window
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
dispose_item_windows
end
#--------------------------------------------------------------------------
# ● 还原至原先的画面
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(4)
end
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
update_savefile_windows
update_savefile_selection
end
#--------------------------------------------------------------------------
# ◎ 生成存档文件列表窗口
#--------------------------------------------------------------------------
def create_command_window
file_names = []
digit = MAX_SAVE_ID.to_s.size
str_f = ""
digit.times{|n| str_f += "0"}
str_f[str_f.size-1, 1] = digit.to_s
for i in 0...MAX_SAVE_ID
id = sprintf("%#{str_f}d", i+1)
file_names.push(Vocab::File + "\s" + id)
end
@command_window = Window_Command.new(160, file_names)
@command_window.height = 360
@command_window.y = 56
end
#--------------------------------------------------------------------------
# ● 生成存档文件窗口
#--------------------------------------------------------------------------
def create_savefile_window
@savefile_window = Window_SaveFile.new(@command_window.index, make_filename(@command_window.index))
end
#--------------------------------------------------------------------------
# ● 释放存档文件
#--------------------------------------------------------------------------
def dispose_item_windows
@command_window.dispose
@savefile_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新存档文件窗口
#--------------------------------------------------------------------------
def update_savefile_windows
@command_window.update
@savefile_window.update
end
#--------------------------------------------------------------------------
# ● 更新存档文件选择
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
determine_savefile
end
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
if @refresh_index != @command_window.index
@refresh_index = @command_window.index
@savefile_window.dispose
create_savefile_window
end
end
#--------------------------------------------------------------------------
# ● 确定存档文件
#--------------------------------------------------------------------------
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @savefile_window.file_exist
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @index
end
#--------------------------------------------------------------------------
# ◎ 生成文件名
# file_index : 存档文件索引
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rvdata"
end
#--------------------------------------------------------------------------
# ● 按时间戳选择最新的文件
#--------------------------------------------------------------------------
def latest_file_index
index = 0
latest_time = Time.at(0) # 时间戳
for i in 0...MAX_SAVE_ID
file_name = make_filename(i)
if FileTest.exist?(SAVE_DIR + file_name)
file = File.open(SAVE_DIR + file_name, "r")
if file.mtime > latest_time
latest_time = file.mtime
index = i
end
end
end
return index
end
#--------------------------------------------------------------------------
# ● 执行存档
#--------------------------------------------------------------------------
def do_save
file_name = make_filename(@command_window.index)
file = File.open(SAVE_DIR + file_name, "wb")
write_save_data(file)
# 保存位图
$file_bitmap = $game_temp.save_bitmap
Marshal.dump($file_bitmap, file)
file.close
return_scene
end
#--------------------------------------------------------------------------
# ● 执行载入
#--------------------------------------------------------------------------
def do_load
file_name = make_filename(@command_window.index)
file = File.open(SAVE_DIR + file_name, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
end
复制代码
作者:
一瞬间的幻觉
时间:
2010-11-27 20:24
删掉一个!
话说咱遇到脚本冲突问题的时候,脑子中都会想直接放弃一个好了,反正又不是主体脚本,只是辅助脚本的话,大多数功能都是可以用事件和变量替代的
作者:
个快快
时间:
2010-11-27 20:33
脚本冲突,你可以发上来脚本,让大家帮你改一改
作者:
小鱼子
时间:
2010-11-27 21:57
麻烦把脚本用code引起来
作者:
高须小龙
时间:
2010-11-27 23:22
脚本位置问题,调动一下试试吧。
作者:
巧克力猫咪
时间:
2010-11-29 12:24
我顶,再不行我也不顶了,唉,万事不过三
作者:
精灵使者
时间:
2010-11-29 13:46
本帖最后由 精灵使者 于 2010-11-29 13:47 编辑
你可以试试把原来的档案删除,重新启动游戏存档看看。
另:一般修正了档案的脚本在应用以后,原来的存档需要全部删除并新开游戏
作者:
巧克力猫咪
时间:
2010-11-29 14:25
回复
精灵使者
的帖子
不行,存档不显示错误,一旦读档
Snap1.jpg
(16.53 KB, 下载次数: 25)
下载附件
保存到相册
2010-11-29 14:24 上传
就显示这样的错误
作者:
精灵使者
时间:
2010-11-29 14:55
好像产生脚本冲突了
望高人解决吧= =
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1